Table of Contents
ToggleNecromancy arrived in RuneScape in August 2023 as the game’s 28th combat skill, fundamentally shifting how players approach magic and endgame content. If you’ve been scrolling through your spellbook or watching streamers obliterate bosses with eerie skeletal minions, you’re probably wondering what necromancy actually is and whether it’s worth the grind. The short answer: it absolutely is. Necromancy combines the raw damage output of other magic styles with utility through thralls (summoned creatures that fight alongside you), making it essential for anyone serious about PvM, slayer, or just having fun with powerful abilities. This guide breaks down everything from the basic mechanics to advanced combat rotations, giving you a clear path from level 1 to 120.
Key Takeaways
- Necromancy is RuneScape’s 28th combat skill that combines personal damage with summoned thralls, making it essential for PvM, slayer, and endgame content.
- You need Magic level 80 and Prayer level 70 to unlock necromancy after completing the Vessel of Phren quest.
- Slayer is the optimal training method from mid-game onwards, offering competitive XP rates (30,000-50,000 per hour) while earning profit and slayer points simultaneously.
- Thrall management and Necrosis stacking are crucial to necromancy mastery—timing your abilities and switching between DPS and tank thralls directly impacts your damage output.
- Late-game bossing and high-level slayer tasks provide 40,000-60,000+ XP per hour, with profit margins ranging from 1-10M per hour depending on your chosen content.
- Necromancy rewards active engagement over AFK grinding, requiring proper gear investment, rotation optimization, and regular adjustments as the game meta shifts with updates.
What Is Necromancy in RuneScape?
Necromancy Basics and Mechanics
Necromancy is a magic-based combat style that lets players summon thralls, ghostly creatures that deal damage and tank for you in combat. Unlike traditional magic, which relies entirely on your own DPS, necromancy shifts the balance toward summoned allies while still providing solid personal damage output.
The core mechanic revolves around Soul Split and other death magic spells, but more importantly, thralls are the backbone of the skill. These aren’t like familiars from summoning, they’re temporary allies tied directly to your spellcasting. When you cast necromancy spells, you build up “Necrosis” stacks, which strengthen your thralls and increase ability damage. This interaction between player and thrall creates a dynamic playstyle that rewards proper timing and ability rotation.
Necromancy scales differently than magic or ranged. It uses intelligence-based weapons (ghost-touched variants) and thrall armor, which you’ll unlock through leveling. The damage output is competitive with other combat styles while offering survivability through tank thralls and healing spells. At max level, a properly built necromancer can handle some of the toughest content in the game, from Zamorak to group bossing scenarios.
One key distinction: necromancy spells consume soul runes, a unique requirement that sets it apart from standard rune expenses. This adds a small cost consideration during grinding, but it’s negligible compared to other training methods once you’re into the higher levels.
Getting Started With Necromancy
Requirements and Unlocking Necromancy
To even consider necromancy, you’ll need Magic level 80 and Prayer level 70. These aren’t entry-level requirements, but they’re reasonable gates that ensure players have some MMO experience before diving into one of RuneScape’s more complex skills.
The quest unlock is straightforward: complete Vessel of Phren, a quest that introduces the lore and mechanics of death magic. This isn’t a difficult quest, most players knock it out in under an hour, but it’s mandatory before you can access any necromancy content. After completion, you’ll unlock the ability to use necromancy spells and begin your leveling journey.
Once unlocked, you’ll need to train the skill like any other. There’s no special grinding gate or annoying minigame requirement. Head to the appropriate training location based on your level, equip your ghost-touched gear, and start casting.
Essential Gear and Equipment Setup
Gear progression matters more in necromancy than in some other skills because your thralls’ damage scales with your own equipment quality. Here’s what you’ll need at different stages:
Early Game (Levels 80-90):
- Weapon: Ghost-touched daggers or scimitar (trainers recommend starting with daggers for faster attack speed)
- Armor: Regular prayer robes or magic robes work fine initially: the thrall doesn’t care much about your defenses yet
- Amulet: Any magic boost amulet (salve amulet works temporarily)
- Ring: Ring of wealth or magic-boosting alternatives
Mid Game (Levels 90-110):
- Weapon: Upgrade to better ghost-touched weapons once you can afford them: singularity staves are solid investments
- Armor: Invest in some thrall armor pieces if your budget allows: this directly boosts thrall damage
- Amulet: Upgrade to salve amulet (e) once you’ve completed the appropriate quest
- Accessories: Prioritize magic boost and accuracy items
Late Game (Levels 110-120):
- Weapon: Bis ghost-touched weapons depend on content (staves for multi-target, daggers for single-target)
- Armor: Full thrall armor setup for maximum thrall damage output
- Amulet: Soul-related amulets once available
- Ring: Magic boost rings or boss-specific alternatives
One crucial tip: RuneScape Tips: Essential Strategies from experienced players emphasize that early-game gear doesn’t need to be perfect. A basic setup with a ghost-touched dagger and prayer robes will carry you through the first 40 levels without issue. Save your money for mid-game upgrades where the efficiency gains actually matter.
Efficient Leveling Strategies for Necromancy
Early-Game Grinding (Levels 1-50)
First 50 levels are about getting comfortable with the mechanics without worrying about optimization. You’re learning how thralls work, how Necrosis stacks function, and which spells fit your playstyle.
Best locations for early grinding:
- Classroom of Corruption: Spawns weak undead that die quickly. Perfect for learning without pressure. XP rates hover around 5,000-10,000 per hour, but you’ll spend time adjusting to the skill.
- Cursed Engrams: Slightly more engaging, better XP rates (10,000-15,000 per hour), but require more attention.
- Low-level slayer tasks: If you’ve got slayer unlocked, mixing necromancy into regular slayer is a solid move. You level faster while making coins.
Early spells worth learning: Skeletal Summon (your basic thrall), Haunt (single damage spell), and Death Mark (utility). Don’t overthink rotations yet, focus on getting comfortable with casting and understanding how your thrall responds.
Mid-Game Progression (Levels 50-90)
This is where necromancy gets interesting. Your thralls hit harder, new spells unlock frequently, and your gear upgrades start mattering. XP rates should climb to 20,000-35,000 per hour with proper technique.
Recommended training methods:
- Slayer tasks: This becomes your primary training method. Kill assignment mobs while actively using necromancy spells. You’re gaining XP while building your slayer XP, cash, and potentially unique drops. Win-win-win.
- Dungeoneering: If you’ve got the patience for it, dungeoneering layers with necromancy unlock new content and decent rates (15,000-25,000 per hour depending on speed).
- Bossing: Once you hit level 70+, attempt some low-tier bossing content. Bosses give solid XP and gold, Barrows is a classic choice at this level.
Key ability unlocks:
- Level 62 unlocks Conjure Phantom (stronger thrall)
- Level 71 unlocks Reanimate (major damage spike)
- Level 80 unlocks Undead Thrall (tank alternative)
At level 70, start incorporating more slayer into your grind. The XP rates are similar but the added profit and slayer points make it worth the investment. You’ll also learn actual combat rotations instead of just spamming one button.
Late-Game Optimization (Levels 90-120)
The final push from 90 to 120 is where necromancy becomes genuinely rewarding. You’re now using endgame rotations, handling high-level content, and seeing real DPS numbers. XP rates spike to 40,000-60,000+ per hour with optimized strategies.
The meta training path:
- High-level slayer (Task Block): Assign yourself difficult slayer tasks in the 3,000-5,000 combat range. The mobs hit harder but drop better loot and give fast XP. With proper rotation and gear, you’ll push 50,000+ XP per hour.
- Awakened Dungeoneering: Requires level 100+, but provides the fastest XP in the game (up to 100,000 per hour for experienced players). This is for optimization nerds only, it’s mechanically demanding.
- Bossing: Zamorak and other endgame bosses are now in your range. You’ll get slower XP per hour than optimal slayer (40,000-50,000), but bosses drop unique gear worth millions. Pick bosses based on whether you want fast XP or profit.
Advanced rotation tips at this level:
- Rotations become crucial. You’re juggling thrall management, Necrosis stacking, and ability cooldowns.
- Learn when to switch between Conjure Undead (tank) and Conjure Phantom (DPS) thralls based on content.
- Practice ability timing to maximize Necrosis stacks, which amplify your next few abilities’ damage.
Top RuneScape Tips and Strategies from streamers emphasize that the last 30 levels (90-120) require patience. Most players take 80-120 hours depending on training method and playstyle. Slayer remains the most popular choice because it doesn’t feel like grinding, you’re progressing multiple skills simultaneously.
Combat Strategies and Spell Rotations
Binding and Ancient Curses
Necromancy opens up Ancient Curses, a prayer-based system that adds debuffs and buffs to your combat. Unlike standard prayer, which drains slowly, Ancient Curses are active toggles that cost prayer points per hit taken or dealt.
Key Ancient Curses for necromancy:
- Darkness (reduces enemy accuracy, boosts your own damage)
- Desolation (enemies take more damage from you)
- Wrath (increases your healing from spells)
These aren’t mandatory, but they significantly boost your DPS and survivability. At endgame, you’re almost always running one curse relevant to your situation. Boss fights? Wrath. Slayer mobs? Darkness + Desolation rotation.
Binding (actually called “Bind” spells in necromancy) immobilizes targets temporarily, preventing kiting. It’s utility-focused and situational. Use it when you need mobs stationary for AoE damage or when you’re getting overwhelmed.
Thrall Management and Summoning
Your thrall is your second character. Managing it properly is the difference between efficient grinding and wasting time.
Thrall types:
- Conjure Phantom (DPS thrall), High damage, fragile. Summon for trash mobs and slayer.
- Conjure Undead (tank thrall), Lower damage, tanky. Use for boss fights where survival matters.
- Conjure Ghost (baseline), Available early, balanced stats.
Unlike some skills, you can swap thralls mid-combat without penalty. If a boss is hitting harder than expected, swap to Undead. If you’re clearing trash, swap back to Phantom.
Ability rotation basics (this is where necromancy gets complex):
Rotations involve Necrosis stacking. Each attack adds a stack, and certain abilities consume stacks for bonus damage.
Simple rotation for grinding:
- Cast Skeletal Summon (summons thrall, no cost)
- Alternate Haunt (damage) and Death Mark (debuff) to build Necrosis
- Once stacks are high, cast Reanimate (consumes stacks, massive damage spike)
- Repeat
Advanced rotation for bossing:
- Pre-buff with curses before entering
- Summon appropriate thrall
- Build Necrosis stacks with consistent spell casts
- Time Reanimate for burst windows
- Swap thralls if needed
- Use healing spells if Necrosis stacks enable them
The key difference between good and great necromancers is timing. You’re not just spamming abilities, you’re watching Necrosis stacks and ability cooldowns, predicting when enemies will hit hardest, and adjusting thrall type accordingly.
For detailed combat theory, Game Rant’s coverage of RuneScape mechanics and meta shifts is solid for understanding how patches affect rotations. Check back after major updates because Jagex loves rebalancing necromancy.
Best Necromancy Training Methods by Content Type
Slayer and Dungeoneering
Slayer is the bread and butter of necromancy training for most players. You’re doing two things simultaneously, progressing slayer and necromancy, which feels less grindy than pure leveling.
Why slayer dominates:
- XP rates are competitive (30,000-50,000 per hour at high levels)
- You earn slayer points for unlocking better tasks
- Boss slayer tasks unlock unique drops worth millions
- It breaks up the monotony of camping one location
Optimal task selection:
- Prioritize humanoid and undead tasks (necromancy excels here)
- Skip flying enemies unless you’re desperate for XP
- Boss tasks at 90+ for endgame efficiency
Dungeoneering pairs well with necromancy training. Layers give solid XP, and the varied combat encounters force you to adapt your rotations. It’s not the fastest method, but it’s engaging.
Dungeoneering advantages:
- 15,000-25,000 XP per hour (slower than top-tier slayer)
- Free gear progression through token shops
- Practice varied combat scenarios
- Unlock valuable rewards like gorgonite and promethium gear
Bossing and High-Level PvM
Once you hit 90+, bossing becomes viable. It’s slower XP per hour than optimized slayer (40,000-50,000), but the profit potential is insane, and you’re learning skills that matter for endgame content.
Beginner-friendly bosses for necromancy:
- Barrows (1,500 XP per kill, 500k+ profit per trip)
- Giant Mole (easier mechanics, decent drops)
- Zamorak (the “endgame” boss, 50,000+ damage per kill, but mechanical difficulty)
Why bossing matters:
- High-level bosses drop unique gear that boosts necromancy efficiency
- You learn rotations under pressure (bosses punish mistakes)
- Profit margins offset the slower XP grind
- Prepares you for group content like raids
RuneScape Strategies: Essential Tips from competitive players emphasize that bossing forces you to master your rotation in ways that grinding never will. A boss fight that takes 10 minutes teaches you more than an hour of AFK slayer.
The catch: bossing requires proper gear investment (30M+ for viable setup) and mechanical knowledge. Don’t attempt this until you’re comfortable with your rotation and have the funds to replace supplies if you die. How to Play RuneScape: A Beginner’s Guide has solid foundational advice if you’re still building your knowledge base.
Profit vs. speed breakdown:
- Pure XP grinding: 50,000+ XP/hour, 0 profit (actually a cost)
- Slayer: 40,000-45,000 XP/hour, 1-3M profit per hour
- Bossing: 30,000-40,000 XP/hour, 5-10M+ profit per hour depending on drops
Most players mix methods. Monday through Thursday, they’re grinding slayer. Friday and Saturday, they’re bossing. This balances fast leveling with wealth accumulation.
Conclusion
Necromancy is one of RuneScape’s most rewarding skills to master. It’s mechanically rich, offers multiple training paths, and opens doors to some of the game’s best PvM content. Whether you’re optimizing for pure speed to 120 or mixing in bossing for profit, the path is clear: start with slayer, dial in your rotations, and gradually move toward endgame content as your gear and skill improve.
The most important takeaway is that necromancy rewards engagement. You can’t fully AFK it like some other skills. Your rotation matters, your thrall management matters, and your gear choices matter. For players who enjoy active combat and constant optimization, necromancy is exactly what you’re looking for. Those seeking a chill, AFK experience should stick with traditional magic or ranged.
As patches drop and the meta shifts, revisit your rotation. Twinfinite’s game guides stay current with necromancy updates, and the RuneScape community is quick to identify new optimal strategies. By level 120, you’ll have enough experience to innovate your own rotations based on content and playstyle. That’s when necromancy truly becomes mastery.





